#1
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making doors open with clicking on them using a mouse
hi, i wanted to know if there is a way of making doors open with a mouse, for example when you click on the door, it should open. i know there is way for making doors open with a key but i have a lot of doors in my scene. help needed please.
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#2
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Try using viz.pick or vizact.onpick. Here when the door object is clicked with the left mouse button the function door.addAction is called with the argument opendoor, your animating action.
Code:
vizact.onpick(door, door.addAction, opendoor) |
#3
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is that all i have to add or is there a complete code to make this work?
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#4
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Here is a box scaled to have the shape of a door. There is a spinning action that is added to the door when you click on it.
Another way of doing this would be to use the physics engine and add a hinge joint to the door. When you click on the door a force is applied making it swing open Code:
import viz viz.go() import vizinfo info = vizinfo.add("Click on the door") viz.add('tut_ground.wrl') door = viz.add('box.wrl', pos = [0,1,8], scale = [1,2,.05]) #change the origin and where door will rotate door.center(-.5,0,0) #show the rotation point ball = viz.add('ball.wrl', pos = [-.5,1,8], scale = [.2,.2,.2]) #create a spinning action for the door opendoor = vizact.spinto(0,1,0, 120, 30.0) #add the action to the door when clicked on vizact.onpick(door, door.addAction, opendoor) #put someone behind the door female = viz.add('vcc_female.cfg', pos = [0,0,10], euler = [180,0,0]) female.state(5) #disable mouse navigation viz.mouse(viz.OFF) |
#5
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i've added the code but my doors seem to be opening in a strange direction, when i click on them they rotate and end up somewhere else, i've added my code below for you 2 have a look at.
one more thing i have exported baked textures from 3ds max and one of them comes with grey patches for some reason, the rest work fine. import viz viz.go() viz.clearcolor (0.5,0.5,1) myHUD = viz.addTexQuad(viz.SCREEN) myImage = viz.add('myHud.png') myHUD.setPosition(0.5,0.5,0) myHUD.setScale(0.2,0.2,0) myHUD.texture(myImage) door1 = viz.add('door1.ive') door2 = viz.add('door2.ive') import vizinfo info = vizinfo.add("Click on the door") #Door1 #change the origin and where door will rotate door1.center(1,1,0.1) #create a spinning action for the door opendoor = vizact.spinto(0,6,0,90,90) #add the action to the door when clicked on vizact.onpick(door1, door1.addAction, opendoor) #Door2 #change the origin and where door will rotate door2.center(1,1,0.1) #create a spinning action for the door opendoor = vizact.spinto(0,6,0,-90,90) #add the action to the door when clicked on vizact.onpick(door2, door2.addAction, opendoor) MOVE_SPEED = 5 TURN_SPEED = 60 view = viz.get(viz.MAIN_VIEWPOINT) def mytimer (num): if viz.iskeydown(viz.KEY_UP): view.move(0,0,MOVE_SPEED*viz.elapsed(),viz.BODY_OR I) elif viz.iskeydown(viz.KEY_DOWN): view.move(0,0,-MOVE_SPEED*viz.elapsed(),viz.BODY_ORI) elif viz.iskeydown(viz.KEY_RIGHT): view.rotate(0,1,0,TURN_SPEED*viz.elapsed(),viz.BOD Y_ORI,viz.REL_PARENT) elif viz.iskeydown(viz.KEY_LEFT): view.rotate(0,1,0,-TURN_SPEED*viz.elapsed(),viz.BODY_ORI,viz.REL_PARE NT) viz.callback(viz.TIMER_EVENT,mytimer) viz.starttimer(0,0.01,viz.FOREVER) def mousemove(e): euler = view.getEuler(viz.HEAD_ORI) euler[0] += e.dx*0.1 euler[1] += -e.dy*0.1 euler[1] = viz.clamp(euler[1],-95.0,85.0) view.rotate(euler,viz.HEAD_ORI) viz.callback(viz.MOUSE_MOVE_EVENT,mousemove) viz.mouse(viz.OFF) viz.cursor(viz.OFF) viz.restrictmouse(viz.ON) |
#6
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Perhaps the door was offset from the origin in your modeling software. If you just spin the model without changing it's center in Vizard and its moving all over the place then that would be the case.
If you set the origin of the door in your modeling software to the point that you want the door to rotate around then you don't have to change it's center in Vizard |
#7
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Quote:
- bloswald |
#8
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You need to rotate the door based on the GEODE of the door. I used the example of the hierarchical animation, the one with the rotating teapots on the main page.
http://kb.worldviz.com/articles/1157 You also need to make sure that your pivot point is where you want it on the door, as well as your objects xForm is reset (if you use Max.) |
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